Graph-Based Rendering Quality Control for XR Object Delivery

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Solution Overview

Problem

Existing methods for managing rendering qualities in extended Reality (XR) environments lack the ability to dynamically adjust rendering quality based on proximity, visibility, network conditions, and timing, especially for objects stored remotely or locally, leading to suboptimal resource utilization and Quality of Experience (QoE).

Innovation Solution

A graph-based method that initializes network entities, determines object rendering qualities, and updates the graph at node or component levels to manage rendering qualities, using MPEG-I Scene Description and MAF API to optimize resource usage and QoS for XR scenes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If rendering quality is maintained at high levels for all objects, then Quality of Experience (QoE) is improved, but device and network resources are excessively consumed

Engineering Contradiction:
ImproveQuality of ExperienceVSAvoiddevice and network resources
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent applies local quality by differentiating rendering quality across different spatial locations and object types within the XR scene. Objects closer to the user or more important to the experience receive higher rendering quality, while distant or less important objects use lower quality representations. This is achieved through proximity-based quality determination and selective application of quality settings to specific objects or object groups.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements dynamic rendering quality adjustment based on changing conditions including user proximity to objects, visibility of objects, network bandwidth availability, and device performance state. The system continuously monitors these parameters and adapts rendering quality in real-time, transitioning between different quality levels as conditions change, thereby optimizing the balance between QoE and resource consumption.

Inventive Principle:
Principle #15Dynamics

2Use of energy by moving object

If rendering quality is reduced to save resources, then device and network resources are optimized, but Quality of Experience (QoE) deteriorates

Engineering Contradiction:
Improvedevice and network resourcesVSAvoidQuality of Experience
Core Design Contradiction:
Use of energy by moving objectVSReliability

Solution Approach 1:

The patent changes key parameters including proximity thresholds, visibility criteria, and quality level selections based on current system state and user context. By dynamically adjusting these parameters, the system can maintain acceptable QoE while reducing resource consumption when conditions permit lower quality representations.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system dynamically transitions between quality levels based on real-time monitoring of resource availability and experience requirements, ensuring that quality reduction only occurs when it does not compromise minimum acceptable QoE thresholds.

Inventive Principle:
Principle #15Dynamics

3Use of energy by moving object

If rendering quality is dynamically adjusted based on multiple factors, then resource optimization is improved, but system complexity increases

Engineering Contradiction:
Improveresource optimizationVSAvoidsystem complexity
Core Design Contradiction:
Use of energy by moving objectVSDevice complexity

Solution Approach 1:

The patent segments the rendering quality control system into distinct functional modules: proximity determination module, visibility assessment module, quality level selection module, and graph update module. Each module handles a specific aspect of the quality adjustment process, making the overall complex system more manageable and maintainable while enabling comprehensive resource optimization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces an intermediary graph data structure that mediates between the various input factors (proximity, visibility, network conditions) and the final rendering quality decisions. This graph serves as a centralized representation that simplifies the coordination of multiple factors and enables efficient propagation of quality changes throughout the XR scene.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentEP4626003A1Graph based method to handle rendering qualities
Publication Date: 2025.10.01 INTERDIGITAL CE PATENT HOLDINGS SAS
  • EP4626003A1 patent drawingFigure 1
  • EP4626003A1 patent drawingFigure 2
  • EP4626003A1 patent drawingFigure 3

AI summary

Methods and apparatus are provided to process rendering qualities for objects in an extended reality environment. The rendering quality of an object can be static or updated during the extended reality experience, either based on events and timing information. Object representations can be available locally in a device, such as user equipment or edge application server, or stored on a remote server. In an embodiment, requested object representations are stored on a remote server and graph-based and rendering quality information is used to configure a quality of service for delivery of the representations.